Benefit: Once per round when you provoke an attack of opportunity, you can move up to 10 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 10 feet of movement does not itself provoke any attacks of opportunity. If your free 10 feet of movement does not take you out of the attacker's reach, the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack; this dodge bonus stacks with the dodge bonus from the Psionic Sidestep feat.

Pinpoint Shot [General]

You make a single, accurate shot against a target with cover.

Prerequisites: Point Blank Shot, base attack bonus 6+.

Benefit: By using a full-round action, you can make a single ranged attack and ignore the cover bonus of a target. This does not work against a target with total cover.

Benefit: Once per round when you provoke an attack of opportunity, you can move up to 5 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 5 feet of movement does not itself provoke any attacks of opportunity. If your free 5 feet of movement does not take you out of the attacker's reach, the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack.

About Power Chains

Power chains are a series of similar powers, such as the astral construct series (astral construct I to astral construct IX). Some feats, such as Upgrade Power and Chain Link, recognize the concept of power chains and give you benefits within power chains.

This power shrouds the target in an aura of shadow. This aura grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four manifester levels (maximum bonus of +8). The subject sees through the cloak as though it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any light powers or effects.

You infuse a set of crystal armor or a crystal shield(see the Crystal Weapons and Armor sidebar below) with psionic energy. The item gains one or more special abilities it does not currently have from the appropriate table. (Armor uses Table 7-3: Armor Special Abilities and shields use Table 7-4: Shield Special Abilities in Chapter 7 of the Psionics Handbook). You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed two and the total market modifier of the selected abilities cannot exceed +3. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. A given ability can be infused only once per day.

You infuse acrystal weapon(see the Crystal Weapons and Armor sidebar below) with psionic energy. The weapon gains one or more special abilities it does not currently have from the appropriate table. (Melee weapons use Table 7-5: Melee Weapon Special Abilities and ranged weapons use Table 7-6: Ranged Weapon Special Abilities in Chapter 7 of the Psionics Handbook). You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed two and the total market modifier of the selected abilities cannot exceed +3. The total market modifier of all bonuses and special abilities of the weapon cannot exceed +10. A given ability can be infused only once per day. Characters with the soulknife prestige class may imbue their mindblade with this power.

You can pinpoint the location of a creature by knowing the location of its mind. The creature loses any concealment bonus it might have had. You must be able to perceive the creature initially when manifesting this power. If the target moves out of your line of sight after being targeted, you still know where it is. If the creature has something to mask its mind, it is immune to this power. If the creature moves out of range, the power ends.

Crystalline Enhancements (Projectile and Thrown Weapons)

Crystal Weapons and Armor

All psionic weapons and armor include some crystal in their construction. The amount of crystal used depends on the relative power of the item. While a simple psionic +1 dagger may have a small vein of crystal in the center of the blade, a suit of +5 heavy reinforced half-plate is usually composed almost entirely of crystal plates.

The combination of working with crystal and metals always brings about masterwork pieces, so creating crystal weapons and armor uses the appropriate magic item creation rules from the Player's Handbook.

Crystal has the same weight as steel, a hardness of 12, a break DC that is the same as a similar iron or steel item +2, and 25 hit points per inch of thickness.

While most crystal used in item construction is found naturally, there are rumors of those who know how to grow and cultivate the material.

Psionic characters know their best weapons are their powers, but sometimes the fuel for those powers runs low or delivering a power just isn't feasible. To get around these limitations, some psionic characters take advantage of their ability to enhance weapons -- more specifically, ranged weapons.

The following is a list of crystalline weapon enhancements psionic characters can make for projectiles and thrown weapons. Each enhancement works when the projectile or thrown weapon strikes a target, and this destroys the projectile or thrown weapon. If the attack misses, there is a 50% chance the projectile or thrown weapon can be retrieved intact and reused.

Enhancement Descriptions

Amber: In addition to normal damage, this enhancement targets the creature struck with the brain lock power. The target becomes mentally paralyzed for 4 rounds unless a Will save (DC 13) is made.

Jade: A jade weapon unleashes the sever the tie power on impact. An undead creature struck by this weapon suffers 3d8 points of damage (Will save DC 13 halves) as its connection to the Negative Energy Plane is disrupted.

Ruby: On impact, a ruby weapon imparts the recall death power on the creature. If it makes a Will save (DC 22), the creature takes 3d6+15 points of additional damage. If it fails the save, the creature dies.

Sapphire: A sapphire weapon is imbued with a cone of sound. The point of origin is the creature struck, with the cone emanating out 60 feet from there. Any creatures caught within the cone, including the original, suffer 5d4 points of sonic damage. A Reflex save (DC 14) can be made for half damage.

Talc: A talc weapon unleashes a dismiss ectoplasm effect on impact. Ectoplasmic targets make Fortitude saves (DC 16) to avoid being dispersed. Characters in ectoplasmic form struck by this weapon and who fail their saves are either displaced to the Astral Plane or destroyed outright (50% chance of either effect).

Mark A. Jindra has been a fan of Dungeons & Dragons for the past 25 years and has organized RPGA Network events for many conventions and game days, including Origins and Winter Fantasy. In 1998 he landed his dream job as a web developer for Wizards of the Coast and is currently the developer of the D&D website. Mark has authored or coauthored various tournaments for the RPGA Network, and he also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

Scott Brocius has been "kicking around" with the D&D game since being introduced to it 1980. He's been an RPGA member for several years and has helped organize and run RPGA events for several conventions, including Origins. The new edition of D&D has renewed his love for and interest in the game. Scott also coauthors the monthly Mind's Eye feature on the Wizards of the Coast website.

*Special thanks to Terralor of the Wizards of the Coast online community for the power that he contributed that inspired the psionic weapon and psionic armor powers and Dark Psion of the Wizards of the Coast online community for suggestions that inspired the weapon enhancements.